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Num Appearing: 2d6
Alignment: chaotic evil
Movement: Walk 120'
Armor Class: 3 (due to size and speed)
Hit Dice: 2d (12 h.p.)
Attacks: 2 hooves, or by weapon; Spell use (see below)
Damage: 1d6+1/hoof attack
Save: F2
Morale: 9
Treasure: Trillmen are very fond of gold and jewels, and will frequently be wearing jewelry worth up to 100gp per individual. Leaders are likely to have magic weapons.
Special: Trillmen almost always travel armed. Each member of a party will carry a hand-to-hand weapons (usually a spear or sword, but due to the Trillmen's size (only about 2' tall), these weapons only do 1d4+1. They will also carry a bow, treat as a typical short bow. Trillmen are well practiced with the weapons they carry (+1 to hit), and will get two attacks per round with the weapon (either bow, or hand weapon) because of their deftness and speed. Each group will have a Leader with 2 additional hit dice (total 24 h.p.), who is likely to have a magic weapon. Being goblyn creatures from the Unseely Realms, the Trillmen are capable of magic. They can cast Invisibility on themselves up to three times per day; they can also cast Faerie Fire, Sleep and Charm Person once per day. A Trillmen Leader can cast Fear once per day.
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